Ormand
Posts: 682
Joined: 2/17/2009 Status: offline
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Hi Robert, Yes, I can see that the previous links to the scenario bank have gotten buried, so I edited the first post to include the links. These probably weren't ready then, and probably changed. It has evolved. At any rate, it requires three files for installation. Primarily because the main graphics file is so big that I have to get Vic to load it for me. The scenario files are more volatile, so they are kept separate. Then, there are general's pictures, which was originally part of this, but it got to be too big to be included with the scenario files. Download and install these three files from the scenario bank: Graphics files: FourSeasons-v3.3-All-Graphics.atzip Scenario files: FourSeasons-at2-v3.19.atzip Generals Project: GeneralsProject-v1.12.atzip After some debate with myself, I decided to put up the fix/modification that I have been working on. I am about 99% sure that the stuff I did works fine, but let me know if anything goes wrong. There are some new graphics files in the FourSeasons-at2-v3.18.atzip file. The main fixes/changes : 1. Fixed bug for fuel type for Light Tank I SFType. It was et to the wrong regime variable, so they would be "out of fuel" very early on. This did not affect models, and only Light Tank I. 2. Made additional road types for better weather realism. Motorized AP cost in snow "storm" hexes with a road is increased somewhat. This reflects the accumulation of snow that inhibits driving. The same is also true for roads in dust storms. Before, you could motor along a road in a haboob hex as if nothing was happening. I also make dirt roads in snow hexes function just like clear, i.e., no additional speed up. Dirt roads can only be part of a scenario. These changes will affect supply during winter a bit. 3. With the new roads, I also went back and looked at all the movement AP, and tried to make things more consistent with what I was trying to do. 4. Added a new alteration for medium tanks: flamethrower tank. This is a specialized tank SFType that has increased combat power against fortifications, but is poor in combat against other tanks. 5. Added a new type of horse team: Draft Horses. These are pulling artillery and not infantry guns, AT guns, or light flak. Horses can carry objects with weight 2 and move at the same rate as cavalry (that's for horses). Draft Horses can carry up to 4 and move at the rate of foot for most terrains except mud where they are slightly slower. Historically, horses were used by some WW II regimes (read Germany) to transport artillery, which are heavier. There was a bit of a "gamey" thing you could do with the horses that could carry a weight of 4 to have them transport infantry like cavalry. It wasn't that efficient, but they could carry two infantry. Now, it is very inefficient as horse + infantry uses more supplies than cavalry. But, horses can be used to transport infantry guns and AT guns in cavalry units, as was done historically. 6. Improved the efficiency of the weather event slightly by removing two loops over the map. It is still slow on very large maps. 7. A few small fixes here and there to SFTypes that I found. I hope you like it. Edits in bold above
< Message edited by Ormand -- 4/9/2020 4:19:25 AM >
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